i was thinking of an alternative cp set up design and was wondering if this was possible, along with people's opinions of course. I'm not too familiar with the TF2 system yet, i just want to know if there is a way to control team spawn rates. I see there is a "reduce" spawn time on capturing a cp option, and it looks like it does the opposite to the opposing team, ie increase it. If that works how it sounds then this should be ok, if there is an alternative entity that can control spawn times then excellent.
My idea atleast was, there are 4 cp's. A single cp will cap the map, a main cp that will take quite some time to capture. there are 3 others (or how ever many desired) that are optional to cap, that will allow the main cp to be caped more easily. For instance, capping a secondary cp will increase the spawn wait time of the defenders, meaning that they cannot assault the main cp in an attempt to defend it as frequantly. Or another cp that restricts resupply for the defenders by locking doors or blockading an area, perhaps by having captured some power transformers to disable doors.
If i can do this then i will be well excited for my next project.
My idea atleast was, there are 4 cp's. A single cp will cap the map, a main cp that will take quite some time to capture. there are 3 others (or how ever many desired) that are optional to cap, that will allow the main cp to be caped more easily. For instance, capping a secondary cp will increase the spawn wait time of the defenders, meaning that they cannot assault the main cp in an attempt to defend it as frequantly. Or another cp that restricts resupply for the defenders by locking doors or blockading an area, perhaps by having captured some power transformers to disable doors.
If i can do this then i will be well excited for my next project.